Human Player Game 2012 Set Up

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Goals:

  • To provide a way for teams to get a better understanding of the rules of the 2012 game by playing it on a full sized field
  • To promote more discussion and community between FRC teams in NC

Actual schedule


9:00-10:00
Team and Volunteer Check In
Sign up a mentor for a Mentor Team

10:00-12:00
Kick Off

12:00-1:30
Teams have lunch, get Kit of Parts, read over rules, strategize
Human Game Design group figures out how to play the game and all the game elements are replicated
Safety Committee makes sure mock up field is safe, installs safety devices (pool noodles over sharp edges), figures which human player rules need to be in place to ensure safety
Scoring Group finalizes scoring program and timer
Mentor Group meets and forms a human player team

1:30-2:00
Everyone gets together, goes over scoring and rules used for the game, learn final alliance schedule

2:00-3:00
4 initial games played (24 teams; 8 alliances of 3 teams)


3:00-3:30
Small group brainstorming of strategies that worked, strategies that were important
Full group share top strategies and make final adjustments to human game rules

3:30-4:30
Play another round of games (24 games)

4:30-5:00
Final group debrief of strategy and robot implications

Pre-work:

  • Have teams sign up to get an idea of how many would be interested in doing this (note, in 2012, the first time, teams did not know what they were signing up for and there was very little correlation between that list and who actually participated).
  • Set up wiki to put in our plans so teams had a better idea of what was coming
  • Arrived with various supplies that had some probability of being useful based on prior games - balls, plastic eggs, pool noodles, baskets and bins, a software module built to allow very quick customization for the scoreboard (written by the students), a couple of extra laptops and "pinnies" or jerseys used by the players (bri.g blue/red next year, not red/yellow).
  • Bring big whiteboards
  • Identify core team to develop rules, once game is known, have roles assigned so that breakouts can happen - i.e., someone to brief the refs once basic safety fouls have been identified (running, walking on bridge before endgame, etc.)

Handouts for Kick Off:

Team sign in
Volunteer sign in
Mentor team sign in
Handout for teams to take with them explaining the day's schedule
Evaluation Survey

Materials to bring:

NOTE: we were counting on no technology being available to us at Dorton Arena -- limited wifi, no AV equipment, etc.
  • Bull horn
  • White boards / markers / easels
  • Laptops with game rules downloaded -- big glitch but good in theory
  • Computers for scoring, projector, stand alone screen
  • 12 pinnies of each color to show difference between teams (red/blue)

Would have helped:
  • Printer/copier for game rules (only need glossary/field diagram and "The Game" section)

Materials brought "just in case" -- anything that might work for potential game elements -- all sizes of balls, sticks, tubes, pool noodles, etc.
  • Balls -- lots of different sizes
  • Frisbees
  • Pool noodles -- for safety or other things
  • Lots of gaffers tape and/or duct tape -- might be helpful to have red and blue specifically in addition to some plain colors
  • Paper/markers (ref flags, etc.)

Name tags -- part of the goal is getting to know other team members -- knowing names is a critical part of this and should be emphasized next year -- not only for the game players but for all the team members and mentors hanging around watching!

Volunteers needed:

  • Information table -- to describe to teams what the Human Player Game is about, sign up teams and volunteers, be available to answer questions throughout the morning and afternoon
  • Human Game Design group (5 or 6 experienced mentors)
  • Safety group -- to ensure field is safe and rules are designed to ensure safety
  • Refs -- 6
  • Spotters if needed for the field
  • Scoring group -- how to score, update LabVIEW scoring program, run scoring/timing all afternoon
  • Runners -- game rule copying, finding random game elements, etc.
  • Queuers
  • Game announcer/s (easiest if part of Game Design group who can also debrief)